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Connlaoth can, by modern terms, easily be described as an Eden on Earth. Simply put, it is a beautiful, hidden land, located in a lush valley rich with greenery and life, with bustling villages alive with activity. The palace itself is breath taking, with pristine gardens and a myriad of creatures, wild and tame, roaming the landscape. And, unlike the other kingdoms, whose castles have a very medieval style to them, the palace of Connlaoth has what you would call an almost Mediterranean feel to it—if the palace resided in modern times, that is.
However, looks can also be deceiving. The kingdom has a very ancient—and dark—history, dating back to a time when the Earth was just starting to rebuild itself and things were still in relative chaos, when humans were a minority and had to band together in groups to survive. According to their history and beliefs, magic of any sort is evil, a thing to be despised and destroyed, for to them, magic was the cause of the Earth’s destruction, and it is their belief that it is their duty to rid the Earth of magic, and thus prevent another disaster from occurring. Needless to say, magic wielders are not welcome, and when discovered, they are quickly stamped out of existence.
This does not, by any means, make the people of Connlaoth evil, though certainly a mage might view them as such. They are just like any other people, with their own heritage and set of beliefs. To a mage, they might be the epitome of evil, but by their own viewpoint, they are only doing what they feel is necessary to protect the world.
In fact, perhaps it is this desire to protect the Earth that explains another trait of Connlaoth—the kingdom and its people share a close relationship with to nature and its creatures. In fact, according to common belief, animals are able to sense the presence of magic-users and also fear them, as well. Dogs are especially important as both protectors and companions, and they are even trained for and used in combat.
While practicing any sort of magic, or even possessing magical abilities is against the law of Connlaoth and subject to harsh punishments, that doesn't mean Connlaoth is free of mages. If that were the case, there would be no need for the Mordecai. Many magic-users, or unfortunate individuals that happen to be born with magical abilities, co-exist right next to other citizens of Connlaoth, keeping their abilities a closely guarded secret and hoping they aren't found out, maybe even loathing their own abilities and magic-using brethren.
However, the fact is...even so much as possessing magic is a crime, and all guilty parties, regardless of their loyalties, are subject to immediate punishment.
And thus, the Catacombs came into being, a secret, underground labyrinth of tunnels and spacious areas that persecuted mages could flee to in times of need. The Catacombs, though its location is a closely guarded secret among the mages, may not be a complete secret themselves. Rumors of such a hidden sanctuary for magic-users have been in circulation for ages among the folk of Connlaoth, though proof of such a place is as of yet a mystery that only mages know the truth of.
Another rumor is that, aside from being a haven for magic-users, the Catacombs also house a faction of rebellious mages called the "Insurrection". But, again, this is merely speculation.
1. Kingdom Colors
Forest green and brass.
2. Kingdom Flag
Connlaoth's flag is simple for the most part. It has the brass silouhette of
a dog (a Connlaothian tracker to be specific) lying down and looking behind it on
a green background.
3. Pronunciation
Connlaoth - Con-LAY-awth, Con-neh-LAY-awth
Maverikko - Ma-vree-ko, Mav-ri-ko, Mav-er-eek-ko
Lefteanant - Left-AYE-nant
Clé - Cuh-LAY
Ceart - See-AIR-tay
Chornal - Ch-OR-nahl
Maor - MY-or
Dtús - De'too
Dóú - Doe-oo
A Dragoon isn't a rank, but more of a special distinction. They're the best of the best, but a Dragoon can be any troop from your garden variety guard all the way up to the General of the Connlaothian military. One must either be the cream of the crop or a Mordecai (in some cases they're both) to be awarded the double pistols. Besides being given permission to wear the Dragoon pistols at their waist, they get a patch showing two crossed pistols with the muzzles pointing down to wear on their sleeves.
Being the best of the best has its perks. One is that they don't have to be called by their rank anymore, instead being addressed as Dragoon [Last Name], and when that title was going to be Guard [Last Name] that's a big perk. Dragoons also have a virtual rank of sorts, since most troops are willing to take orders from a lower ranking troop if they know that he's the shit (to put it bluntly). Being a Dragoon also helps with promotion, if they're Guardsmen they usually find themselves Sergeants or even Captains within a short amount of time. They also get paid more than their common counterparts.
[Written by Nightcandle]
The Mordecai are a group of soldiers unique to Connlaoth that possess a repellant to magic. Their mere presence nullifies the abilities of any magic-users around them in, on average, a one-hundred foot radius though the range varies from Mordecai to Mordecai. This sudden nullification can sometimes disorient and even sicken the unfortunate mage (especially non-human mages like fae, for instance, since magic is so essential to their being), and the effects last until the mage steps out of the Mordecai's range. However, it is not magic which causes this effect, as the Mordecai possess no magic themselves and rely on their physical skills in battle. In truth, their ability is a psychic one. It is involuntary, as well; the Mordecai cannot control their ability—it just happens whether they want it to or not.
Aside from their unique ability, the Mordecai are just like any other person and soldier. While there are folktales and legends about them that go back all the way to Connlaoth's foundation, the Mordecai are just normal, everyday people, a far cry from being superhuman in their abilities, and they’re just as flawed as anyone else. They walk, eat, sleep, train, and live among the regular soldiers and knights and
are regarded by their peers as elites. When they are not being sent on missions to raid "nests" of magic-users, investigate and "take care of" mages, they participate in normal missions and duties for the kingdom, though they are given a little more
leeway than other soldiers and trainees, as only the highest ranking commanders can order a Mordecai around.
Another interesting thing about the Mordecai is their relationship with nature. When in the presence of animals, the animals have a desire to help and protect them.
While the ability sometimes seems to appear at random, there's a higher chance of someone becoming a Mordecai if the ability runs in the family. Some Mordecai may possess the ability from birth. With others, it may manifest later in life for unknown reasons and it's not entirely uncommon for someone to be completely unaware that they have the ability at all.
Though some Mordecai may discover their ability for themselves and seek an audience with the Matron or Patron on their own,
not all Mordecai are discovered of their own free will, and once discovered, not all Mordecai
submit themselves to the will of the monarchs willingly. Given their rarity, there is a high demand for those born
with the gift. Because of this, every now and then a special search party (accompanied by a Mordecai) sets out in to root out any Mordecai
that don't come to the palace willingly (or are simply way too young to), and once discovered, they
become, basically, the property of the kingdom for the rest of their lives. This doesn’t mean they also aren’t allowed to live fairly normal lives; many that had homes and family lives before their discovery may also be allowed to continue on with their old lives when they aren’t out on missions for the kingdom.
As a final note, the Mordecai ability is not exclusive to Connlaoth even though it originated there. Due to emigration, people with the ability can and do reside in other countries, though they wouldn't be called Mordecai (and they might not even be aware of what they are at all). Understandably, that title carries with it a certain stigma that would not be appreciated in magic-accepting areas.
1. Average Joe
All Connlaothians
are raised to believe that magic is as evil as locking a starving man in a cage
and eating cake in front of him. Those with magic are irreversibly evil, because
even the best people are corrupted by the littlest bit of magic. One doesn't even
need to be a mage to be corrupted by it; having a spell cast on you or even being
near a magic-user can corrupt. Magic is the boogieman mothers use to frighten their
children, only this one is one that the mother fears as well. The scariest thing
about magic-users to most Connlaothians (which is often emphasized in its folklore)
is that some mages are exactly like them, human-looking creatures that one would
never expect to wield magic. They could be kinfolk, you could fall in love with
and marry one without ever knowing, and they could be your own children. Everybody
seems to know a cousin's uncle of a friend that had a daughter that was actually
a mage even though everyone in their family was perfectly normal. With all these
stories and gossip spreading around, it’s hard for most Connlaothians to break the
cycle of magical hatred on the society. Those in the capital or the surrounding cities
are all but doomed to thinking as such, but those that live near the borders often
end up thinking differently since they're so far away from the towns. Most often
this happens after bearing that little girl who can make the family housecat fly
through the house like a gnat.
2. The Upper Crust
Connlaoth's lords are brought up
to believe that magic is a force of evil, but they're the people that make sure
perfectly normal people are protected from its malign grasp. A Connlaothian noble,
especially if their last name happens to be Maverikko, believes that she's superior
to all magic-users. They believe that magic-users grow so dependent on magic that
if its taken from them they'll shrivel up and die like neglected flowers. These
pathetic addicts can't wait to bring more people to their addiction, especially
those without magic who'll end up relying on them entirely. These Connlaothians
are the ones that are most likely to encounter magic-users, mostly foreign magic-users who just happen to be out of their grasp. For now.
3. The Military
Most members
of Connlaoth's military hate magic-users. It’s a natural reaction after facing one
and being beaten by a few wild hand gestures and some gibberish, and an even more
natural reaction after hearing the story of the one that was beaten with a wave
and babble. Many members of Connlaoth's military will inevitably encounter a magic-user at one point during their career; either as a bound prisoner, a crazed maniac
that seeks to be a one-man barbarian hoard, or that innocent they're sent to arrest.
Most first encounters tend to be violent, since no commander can afford to nurture
any feelings of sympathy their troops might have for magic-users.
4. Mages
A mage
born into Connlaoth enters the world with one foot precariously perched on the edge
of a fast crumbling cliff. One on side lays acceptance of their magic and on the
other lays a life of trying to keep it hidden. The walls usually crumble down under them
soon after they learn that they're a magic-user. From there the path gets no easier;
those that try to hide their abilities have a life of making sure they don't get
near any Mordecai, making sure that they never get tempted to use their magic “just
once”, knowing that if they're found out they put the nails in the coffin of everyone
they care about. Those that accept their magic have an even harder road ahead of
them. Connlaoth's societal attitudes toward magic often makes a natural born mage
fall into despair, thinking that they have nothing to look forward to aside from
a life of evil. Some fatalistically take up their destiny and further drive home
the thought that mages are evil in the Connlaothian eye, while others turn themselves
in to save the ones they love from dying for crimes they didn't even know they were
committing. Tragic indeed is the mage who has no clue that they have magical talent
until they're woken up in the middle of the night and hauled off with their entire
family to a prison, only to die in confused agony.
5. Covens
If a mage is lucky,
they don't have to jump from one end of the cliff to another. Unlikely as it may
seem, there are a few covens of magic users around Connlaoth. These mages are too
proud to move other another kingdom where they'll be accepted, and they often have a faint
glimmer of hope that one day magic will be accepted in Connlaoth. Some magic-users
are born into these covens, which usually range in size from 2 to 60 odd members.
Others are brought in if the coven has a member that can sense magic in others.
These mages will kidnap children with magical potential and lure adults in with
romance or offers of work. Some covens are on slightly less bad terms with border
towns, and are often turned to when that little girl starts making cat rockets.
Some covens are content to live their lives one step ahead of the law, others seek
to change the attitudes of the common Connlaothian, one at a time, while others
are more violent.
[Written by Nightcandle]
1. Religion
Connlaoth's ruler is an Atheist, so there's no nation-sponsored religion. Though, while Jinny Maverikko isn't the church-going type, that doesn't effect what everyone else in Connlaoth believes. The most popular and accepted religions in Connlaoth are those that are animistic or those that preach good for goodness' sake. Miracles are too similar to magic and the thought of gods that can do whatever they want is creepy to some Connlaothians
2. Race
If you look “weird” (three eyes, bestial, extra wings, hot magenta hair, that sort of thing) there's a chance that someone is going to get suspicious. Magically created creatures have a chance of thriving as long as they don't need to be “fueled” by magic and don't fit the above stated weirdness factor.
3. Gender
Gender roles are extremely lax in Connlaoth, due to a history of strong females in the government, military, and individual households (it's all those fiery redheads Connlaoth grows). Masculine clothing on females isn't all too unusual, since floor length skirts and dresses are thought to be “magic” clothing. Men can get away with wearing long tunics in the heat of the summer, when no one blames them for wanting less clothing on, though men are advised not to wear anything too short (or for that matter, too long; there's a delicate balance to going skirted for Connlaoth's menfolk). Very young children often wear long, belted smocks whether they're male or female.
While there are still misogynists and misandrists around, men and women are generally seen as equal with individual members being perceived as weaker or tougher than normal. Which of course means that a woman that’s beaten by her husband wouldn't have the backing of a society that disapproved of “hitting girls” —she'd just be thought of as a doormat.
Marriage is strictly between males and females, though before (or if they want to be scandalous, after) they get married, who they fool around with is their choosing. Premarital sex isn't too much of an issue in Connlaoth and bastards aren't frowned on, but are seen as a sign of a person's ability to procreate. However, once the parent caring for the bastard child gets married, the bastard gets the last pickings at any joint inheritance.
As a final note, any transsexual people among Connlaoth's population would be thought of as poor, magically beleaguered souls and “helped” as best as possible.
4. Homosexuality
While homosexuality in Connlaoth’s past was often viewed as a sign of magic-use, the attitude began to soften when several prominent non-magic users came out of the closet. Though there are still stubborn people out there who believe homosexuality is a sign of magic-use, present day Connlaoth is only really concerned with passing on the bloodline, especially bloodlines with several Mordecai. While it’s acceptable to fool around with people of the same gender it’s only a real crisis when a person doesn’t want to settle down with a person of the opposite gender.
A stubbornly homosexual person, especially from an important family, would be a social outcast and considered obscenely selfish.
5. Familial Loaning
Connlaothian commoners rarely face oppression because of one fad amongst Connlaoth's noble crowd: an odd form of indentured servitude commonly called "Familial Loaning" among other things.
In a nutshell, one noble will sell a willing (or in some cases unwilling) member of their family to another noble family as a servant. Typically the one sold as a servant is in their early teen years but younger and older people have also been sold. The "servant" works for a pre-specified amount of time "paying off their debt". During that time period they're effectively a commoner and subject to the whims of their new household (within reason, no family wants their "servant" to be returned in a box or traumatized for life). Most "servants" are treated a little rougher than the usual household staff, but it's all in good humor, or at least that's what its called whenever nobles gather at court or whatnot. Having a vivid memory of being mocked and whatnot is a good reason for most nobles that aren't completely heartless to keep from harassing commoners.
This fad has also created a special breed of flattery/insults (i.e. "I wouldn't have you for a bent copper.").
6. Trade
Connlaoth, surprisingly, isn't reluctant to trade with its more magically
inclined neighbors. While it absolutely refuses to trade with the Zantaric and La’marri,
it will do business with the other villages and kingdoms, so long as they’re willing
to play under Connlaoth's rules. Trade is never a concrete part of Connlaoth's economy;
it's left to the Patron/Matron to decide whether or not Connlaoth trades with anyone.
If Connlaoth trades, the Patron/Matron will usually send a representative to discuss
terms with the one that has what Connlaoth wants. The terms are: Meet us at such-and-such
a place (which is never anywhere near Connlaoth) at such-and-such a time with so
much of whatever they're trading for. No magic users are allowed anywhere near the
delivery site, unless there are absolutely no non-magic users available. At such-and-such
a day at such-and-such a place the foreign merchants will find the Connlathian merchant
party, which looks more like a party of mercenaries than merchants. Any merchant
leaving Connlaoth brings an escort of two guard units, supplemented with cavalry
and dog handlers and if one is available, a Mordecai.
[Written by Nightcandle]
Over the years Connlaoth has developed a structured military to keep order in the realm and deal with the threat of magic users. Individual members of the military vary in rank, high ranking officers are considered members of the nobility while lower ranking soldiers and guards are effectively commoners. The chain of command in the Connlaothian Military is as follows:
—General, Lefteanant General Clé and Lefteanant General Ceart: These three individuals are the highest ranking officers in the Connlaothian army. The proper form of address is General (last name). Currently the General is Moko Verde, the Lefteanant General Clé is Kalidas Phobos and the Lefteanant General Ceart is Naphtali Deimos.
—Chornal addressed as Chornal (last name)
—Lefteanant Chornal addressed as Lefteanant Chornal (last name)
—Maor addressed as Maor (last name)
—Captain addressed as Captain (last name)
—Lefteanant dtús addressed as Lefteanant (last name)
—Lefteanant dóú addressed as Lefteanant (last name)
—Sergeant addressed as Sergeant (last name)
—Guard Class dtús most commonly addressed by their last name, formally they are addressed as Guardsman/Guardswoman (last name)
—Guard most commonly addressed by their last name, formally they are addressed as Guardsman/Guardswoman (last name)
—Trainees
An image of a Connlaothian uniform, drawn by Nightcandle, can be found here.
[Written by Nightcandle]
1. Basic Guard Training
Week 1: Orientation, basically yelling and screaming and bitching and trying to
figure out if the person has the stuff to be a guard. Though, while they're tough
on the trainees, it'd take a mental breakdown on the part of the trainee to get
them expelled from the academy. They use this to figure out who will be assigned
to what type of duty. Those that deal well with all the stress and antagonism are
usually assigned to stressful assignments like border guard or coven hunting. And
those that are especially timid are assigned armory duties, cavalry, dog handler,
training said cavalry mounts and dogs and other duties where they won't spend as
much time actually fighting. Instructors may yell, curse, scream, spit and insult
the trainee all the live long day, but they cannot physically touch them or order
the trainee to touch another trainee.
Week 2: Military training 1. Trainees will have to fight to stay awake during this
week, in which they'll learn how to move in a formation, proper wear and care of
their rather mediocre uniforms, how to repair the uniforms when they eventually
pop buttons and unravel themselves, chain of command, tactics for engaging threats
in a flat plain and tactics for engaging magical threats in a flat plain.
Week 3: Weapons Training 1. This week, the trainees will learn how to assemble,
disassemble, and clean a musket, how to keep their weapon dry (this amusing exercise
involves instructors with buckets of water and trainees attempting to keep their
powder from being soaked), how to make ammunition, and that gun powder goes boom
if it's treated too roughly (another amusing exercise that involves making little
popper fireworks and throwing them at week 1 trainees). This is supplemented by
more formations and random uniform checks.
Week 4: Weapons Training 2: This week, the trainees will fire their first shots
with the musket and will learn basic care of heavy crossbows. The crossbows will
be fired during this period and those that display skill with either the musket
or the crossbow will receive specialized training in either or. A few highly specialized
trainees will be allowed to participate in pistol training with flintlock firearms.
Those that can't hit the broadside of a barn are pulled out of musket/crossbow training
and put into heavy artillery, since obviously they need something bigger to hit
and something bigger to throw at it.
Week 5: Military Training 2: Also known as tactics training. This week covers tactics
for engaging both normal and magical threats in a variety of locations, beginning
with urban areas and covering all of Connlaoth's terrain types and those in the
immediate area.
Week 6-8: Applied Knowledge: Trainees will be assigned to guard units in the nearby
city of Beachtree. It works as a rotation schedule, with some trainees working with
the unit and others staying back to work on more weapons training, armory duty or
simple cleaning (trainees = cheap labor).
Then they graduate and go back to their hometown to continue their existence
as a member of the town guard. Those that live near Connlaoth castle are sometimes
assigned to do castle guard, and every once in a while several guard units will
be called to go coven hunting.
Connlaothian trainees run the gamut in age from 16 all the way up to the early-mid
thirties. It's not too hard to teach someone to point a boom stick at another person
and pull the trigger. Instructors are usually Sergeants, though more experienced
guards with some serious talent (in the hope that their talent will rub off) and
junior officers (that offer good lessons in how to piss off senior officers most
of the time) are employed as well.
Besides the Guard trainee program, Connlaoth's Academy also offers advancement courses
for talented guards or richer trainees that don't want to start at the bottom of
the food chain in the military, and the necessary training for specialized jobs.
These special jobs include armory maintenance, cavalry (who don't actually fight
par se, they run messages between various commanders), dog handler, gun smith, munitions
crafter, artillery construction, ballistics (who have really fun jobs. Shoot stuff!
Blow stuff up!), dog trainer, horse trainer and contractor (who write up bounties
for wanted criminals).
General Verde is quite fond of the Academy, and often skips down there when he isn't
busy with duty (or when he can pass it off to Generals Phobos and Deimos) to see
how things are running and inspect Connlaoth's newest troops. More often than not,
the General usually shows up at the front door when the Academy has a Week 3 class
(that water exercise is fun to watch, and participate in!).
2. Dorm Guard
From the middle of week one on through the remainder of their training, all Academy
trainees are required to pull dorm guard shifts. Dorm guard is a two-hour slice
of hell in which the trainee is woken up and made to sit in the dark with another
unlucky bastard. They're each armed with a little lantern and given orders to make
sure nobody escapes, tries to kill themselves, tries anything immoral and pretty much
to make sure that the people sleeping are still breathing.
From week 2 on, one trainee is selected per week to make up the dorm guard shifts
(dorm guard begins at 9 PM and ends at 4 AM, so there are 4 shifts per night). As can
be expected, that trainee has a week of nice healthy rest only to lose it the next
week when the next trainee gets revenge on them. Just to make sure the trainees
aren't cheating the system, an Instructor will check in on them a couple times during
each shift. This could be as routine as an Instructor poking his head into the dorm
and checking for two slightly annoyed figures standing around a lantern, or as evil
as an Instructor creeping into the dorm and sneaking up on the dorm guards.
Just to screw with the trainees more, their dorms are located in a creepy old building
that creaks for no good reason and looks exceptionally ominous in the low light
from a lantern..
[Written by Nightcandle]
1. Patron Maverikko/Matron Maverikko
The leader of Connlaoth. Since the country was founded, all of its rulers have either been born or adopted into the Maverikko family. A Prince/Princess replaces the current Patron/Matron when they turn thirty, after a period of time studying Connlaothian law, economics, geography, customs, etc. Though they have ultimate power over the country they are expected to respect the work of the leaders that came before them. The spouse of the Patron/Matron is considered a nobleman or noblewoman and have no political power of note (influence is another story). The proper forms of address are: My Lord/Lady Maverikko, Lord/Lady Maverikko and Patron/Matron.
2. Prince/Princess
The person being groomed to become the next Matron/Patron of Connlaoth is referred to as the prince (or princess) to differentiate them from other Connlaothian nobles. The prince need not be the child of the current Patron/Matron and may not be related to them by blood if they're adopted or married into the family. The heir doesn't have much actual power to speak of, but can hold a lot of influence over other nobles. In the event of a Patron/Matron dying before the heir is prepared they will enter a dual Patron ship with a retired Patron/Matron, or if there are none, with the previous ruler's seneschal. The proper form of address is Prince/Princess (first name).
3. Nobility
A broad and varied group. Very few are hereditary Lords and Ladies in the classic medieval sense while others are wealthy merchants, the immediate family of high ranking officers, or assistants of the Patron/Matron. Hereditary nobility are most often mayors, tax collectors and other bureaucrats. The merchants of status continue running their businesses, though most hire people to run the mundane aspects for them. Most related to ranking officers are humble, if moneyed commoners while the Patron/Matron's assistants have rank so they can give orders for them and to keep them from being overwhelmed by other nobles. It's considered quite gauche to publicly look down on another noble because they aren't 'of the old blood', 'didn't earn their money themselves' etc. And while a few families and individuals have adopted titles there are no proper forms of address when talking to a member of the nobility.
4. Soldiers/Trainees
Soldiers make up the bulk of the country's militia, and it is their duty to defend the kingdom in times of need and enforce the law at all times.
However, the duties of soldiers vary, especially during times of peace when there is no imminent threat or upcoming war on the horizon.
Duties include patrolling the villages, protecting the borders, gathering intelligence (in order to better protect the country by anticipating any future threats), and any other missions
the monarchs or higher officials may deem necessary. There are also different classes and skills among the soldiers, such as weapons classes (swordsmen, archers, gunmen, etc.) and even classes specializing
in medicine.
After all, in place of magic, Connlaoth has more technologically advanced weaponry, such as pistols, muskets, and rifles.
The class the soldier belongs to all depends on his or her individual skills.
Though this is mostly a voluntary service, if the kingdom is in short supply of soldiers...citizens may also be drafted during a time of war.
Trainees are the soldiers-in-training.
5. Commoners
The bulk of the country. Though they don't have much money and power in the country, most of Connlaoth's commoners live reasonably comfortable lives. There is plenty of work available for those that want to make honest money, but some (mostly disguised magic users) resort to thievery to make ends meet. There is no proper form of address when speaking to a commoner.
7. Slaves
Slavery is legal in Connlaoth, though many people prefer to hire servants rather than buy slaves. There are no laws concerning the treatment of slaves; all decisions regarding their lives are up to their masters.
Connlaoth's government is a dynastic monarchy of sorts. Its Patron/Matron is
always part of the Maverikko family, usually a blood relative, since the heir is
selected at a young age. The typical age an heir is selected is in the range of
two to six years and from that point on they learn the very basics of running the
kingdom. As the heir gets older their studies intensify until they're around twenty-five years old, and from there they act as a half deputy/seneschal to the older
Patron/Matron. If all goes well, the heir will ascend to the throne at the age of
thirty.
There have been times that a selected heir isn't suitable for ruler ship, either
they're too slow, too ambitious [sic] (according to their predecessor) or they're
a Mordecai. Only one Patron in Connlaoth's history has ever been a Mordecai, the
kingdom's founder. It's unknown where this rule originated, but it’s followed to
this day, and reasoned by the knowledge that all Mordecai are necessary in the field
and can't be wasted on the throne. In this case, a new heir is selected and the
process starts anew. About eight times out of ten, the heir is a child of their
predecessor, with the others being a child of a sibling or another close relative
and the last being some obscure relative with exceptional promise.
A Patron/Matron has their own personal seneschal and may have several personal secretaries
to help them with their work. Which, when one stops to consider it, isn't all that
difficult. They have the final say on any major military operations, make sure the
cities pay their taxes, make a budget for said taxes, regulate tariffs and do any
other little tasks that running a government entails. The Patron/Matron has absolute
power over everything that goes on in Connlaoth and can do pretty much whatever
they want. Suffice it to say, the concept 'if it ain't broke, don't fix it!' is
thoroughly pounded into any heir's head, so they won't suddenly decide to uproot
the entire system. Those that can't understand this concept are relieved of their
impending duty and often sent to the Academy and from there pull border guard for
the rest of their lives. Aside from the absolute rule of the Patron/Matron, the
citizens of Connlaoth are expected to obey their city council and pretty much have
no choice but to follow the city guard (resisting the law often earns one a six
foot deep hole in the ground). All but the smallest farming communities in Connlaoth
have a city council, which usually consists of a mayor, a chief tax collector, a
chief contractor, and an officer to oversee the various guard units.
[Written by Nightcandle]
For the most part, Connlaoth has typical laws. Don't kill people (that aren't magic
users), don't steal from other people (with penalties ranging from a simple night
in jail for a minor theft, to years long sentences for stealing valuables, or outright
death if you try to steal a weapon with intent to sell it to the enemy), don't rape
people and the like.
Those that break the law end up in the prisons (which aren't very pleasant) for
a time based on the nature of their crime and who it was committed against. A lot
of minor offences (stealing too many apples from the grocer's cart and the like)
will result in a person being sold into martial slavery. A martial slave is like
a servant to the entire military and is usually busy polishing boots, sewing up
uniforms and doing other minor duties for the guard unit they're sold too, and all
the while working up enough to first pay off their debt to society and then buy
themselves back from the military.
Then comes a section of the law that sets Connlaoth apart from its neighbors.
1. The
Anti-Magic Code
The code reads something like this:
1. Those that practice magic aren't citizens. (This would usually exempt them from
paying taxes and following other mundane laws, but those that do that all but have
a glowing fluorescent light branded into their forehead that reads “I'm a mage, kill
me now.”)
2. No one can be apprehended as a magic-user unless the accuser has valid evidence
of magecraft. (This saves people from saying their annoying neighbor is a wizard
to have him arrested.)
2a. A person can be put on watch if enough people express suspicion over possible
magic use.
2b. The word of a close relative is enough for a person to be put on watch.
2c. The period of watch is one month, and the person in question is required to
be kept in the dark.
2d. Should the person under watch be informed of the watch, the person responsible
will be brought in for interrogation.
3. If a person should perform magic in a crowd, or the watch shows proof of magic
use, that person will be placed under arrest and immediately brought for interrogation.
4. There is one penalty for magic use, knowledge of magic use without reporting,
and aiding and sheltering magic users: execution, by any means the judge sees as
fit. (Recently, this law has been casually forgotten by most judges when a family
is drug in along with the mage; after being “interrogated” a judge will usually
allow one or more of the family members to “escape”.)
Slavery is a fluid issue in Connlaoth. While it's legal, the society in no way
depends on a slave labor force and there is no national attitude towards it. The
government claims no responsibility for keeping slaves in line (aside from martial
slaves, who are largely left to their unit), leaving that task to the master. When
it comes down to it, most Connlaothians would rather have a servant than a slave.
Prostitution is legal in Connlaoth. Living as a prostitute in Connlaoth lets one
live a relatively anonymous life, since whores aren't expected to pay taxes (no
tax collector has ever been able to work out a system to evenly tax them) and not
many people notice if they pack up all their things and move to another town. In
fact, roughly a third of the whores in Connlaoth are magic-users trying to live
a low key life. These women (the ratio of female to male prostitutes is about 95:5,
due mostly to the fact that not many women seek prostitutes and a majority of the men
that would prefer to have a steady lover) often end up taking an innocent person
down with them when they get caught, since patronizing them counts as aiding a magic-user and the john usually gets an “intent to beget magic users” charge on top of
everything.
[Written by Nightcandle]
In the early days of the New Earth, humans had to band together in small camps for survival. During one night a stranger wearing oriental finery with long silver hair approached one such camp, and since none of the dogs they kept with them started at the man's presence they grudgingly accepted the man into their midst. The silver-maned stranger spoke with their leader during the night, telling him that the reason the cataclysm came into being was the rampant, unchecked spread of magic throughout the earth. His words were persuasive, and having nothing else to believe the leader of the human band slowly began to accept them as the truth. By morning the man was gone. The humans scratched their heads in frustration, and couldn't help but wonder who, or what had visited them in the night. After a couple days of travel the group was attacked by a score of bandits under the lead of a mage.
Remembering the words of the mysterious stranger, the leader ran for the mage accompanied by one of the dogs, a Doberman with a coat like red fire. As they closed in, the mage's hands danced with lightning, but when the leader of the men got close to him the magic slipped from his fingers, seeming to vanish into thin air. The mage stepped back in shock and the Doberman leapt at him, tearing at his throat. Stunned, the leader told the rest of his band about what their silver-haired visitor said, and they all pondered if they were selected for some divine purpose. During their travels it was found that the dogs that accompanied them had a nose for magic and strange creatures, especially the red Doberman, and that their leader and the red Doberman both seemed to nullify any and all magic they came across. They were the first of the Mordecai.
After a great deal of traveling, the group came across a wide valley carved into the earth, a valley so deep that the edges seemed to drop into a fog. It was in this hidden valley that the group decided to settle, creating the kingdom called Connlaoth.
[Written by Nightcandle]
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